Teaching History In Schools With Video Games
Joe writes "There's a story about a Massachusetts company, Muzzy Lane Software, creating a Civ-style simulation computer game to teach history to high school and college students. 'Our view isn't that you take the right video game, stick it in a classroom and everything gets better,' Mr. McCool said. 'But with the right tools, this can significantly enhance learning.'"
When I was younger, I had a few of such games. The math ones were super fun, but the ones about history was seriously boring. It was just pictures with some added sound, and then a quiz to "test your knowledge". That wasn't fun.
I really miss playing Oregon Trail on the apple II we had in our classroom.
Douglas P. Price
Beings aspergers AND pulling chicks... I enjoy the challenge!
So, like, the Nazis really made zombie monsters?
Does anyone else remember playing "Where in the World is Carmen Sandiego?". I loved that game, and I think its probably one of the biggest reasons for my love of history and computers! I can see good high quality video games easily making people love History and Geography! As a side note there were tons of spin offs from the "Carmen Sandiego" series. There was a "Where in Time" and there was even a TV Show/Gameshow!
I learned (and still remember) more about history from all the historical fiction books I've read than I ever will from history classes. If they can keep the level of gamer involvement high, this makes great sense.
Imagine playing as Alexander the Great, Julius Cesar, Attilla the Hun, or any other historical figure trying to build an empire. That could be interesting.
I was taking one day at a time, but then several days got together and ambushed me. (from a Rhymes with Orange comic)
"Okay class, if you'll click on the GTA3 icon on your desktop, we'll begin."
I learned a lot about European history from that game -- not just facts, but also the understanding that there used to be so much in the eastern half of Europe until the mongols and turks flattened it -- what we tend to think of as Europe now is really just the western 2/5 or so.
Darn those turks, with their fiendishly juicy kebabs!
Whence? Hence. Whither? Thither.
... Civ-style simulation ...
- So, Johnny, what did you learn in school today?
- I learned that it is always good to back up your words with nuclear weapons, dad!
I hear there's rumors on the Slashdots
I have an OT question. Does Rob sit at the slashdot headquarters on Wednesday and say "It compiles... must be ok to push straight to production!" And then spend all day Thursday trying to fix all the mistakes that simple user testing would have found in a heartbeat? Do you have unit tests? Do you think the users enjoy playing tester Thursdays?
Seriously, there should be AT LEAST a development server, integration server, and staging server before hitting the production server. Its pathetic how unprofessional this 'popular' site is.
Now, to remain on topic, games like Civ3 and stuff teach history to a point, but specifics still need to be taught through books and lectures.
Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
-=D34tH_fruM_4B0v3=- just carved up FRANZ_FERDINAND with his green shaft....
:)
World History UT2004.
+5:offtopic,but anti-American
this is utterly useless for history lessons. for math, where each problem has a definite solution, pre-determined format of learning like programmed game may work. (i'm skeptical, though. it always sounds like gimmick to me. nothing beats repeated work with pencil and paper...)
history, there is often no correct answer. even if it's as simple as identifying a person or a date of a historical event, the point is to understand the event in context of others and foster discussions, not to just be able to identify the date or a key figure. i don't see how pre-determined program like games can foster discussions. students will just obsess over getting the right answer and nothing else.
Seems to me that the best value of this sort of simulation is if the class then discusses how and why the simulation differed from the real history.
In catolic School.Now thats some sick stuff.t m
http://diehardwolfers.areyep.com/bunker/noahark.h
... yup, that's my boy!
Hmmm.
I'm torn on whether or not this is a good thing. As a professional historian, my immediate response is against this sort of thing - it essentializes history and is likely to remove much of the complexity from history for the students. Games also tend to be quite anachronistic, project contemporary (modern?) views, beliefs and stereotypes back across periods and events preceding these views and beliefs. Video games rarely teach people to think critically and analytically about history.
On the other hand, I have to admit that Civilization (the original DOS game) had a lot to do with getting me fired up about history in high school. I now know (and was vaguely aware then) that the game was (and continues to be) *HORRIBLE* in terms of historical accuracy or methodology, but it *did* get me fired up about history and caused me to sign up for the advanced history classes, which led to me choosing history as a major in college. Had I not gotten so fired up about history when I was 16, perhaps I would not have pursued a PhD in it.
So I suppose I'm on the fence - games such as Civ and Age of Empires mislead people into some horribly skewed views of history, but since they do get people interested in becoming history students, we (professional historians) get a chance to "unlearn" the errors when they take our classes. With any luck, we can keep some of the excitement while doing so. Since college intro history spends much of its time undoing the damage of the (highly political) K-12 school-board-driven history classes anyway, it's not likely to hurt.
I did not design this game/I did not name the stakes/I just happen to like apples/And I am not afraid of snakes-AniD
Different actions have different consequences, and it is important to learn how to think and evaluate all the different scenarios that can come up as a result of one or several actions. If you have a choose your own adventure type game, you could see what could have been if historical figures acted differently. It's something worth thinking about.
People say I'm crazy, I got diamonds on the soles of my shoes...
Then your teacher could explain how that huy with the spear took out a stealth bomber. You know, just like what heppened in history.
"Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
This all reminds me of Kim Stanley Robinson's alternate-world-history, The Years of Rice and Salt.
That said, playing the game taught me a hell of a lot about organization, being a naturally-disorg-ey person.
Intelligent Design: because MATH is HARD.
It looks to me like the game is merely setting up a historical event like "you're the British prime minister in 1938. Diplomats in Munich have reached a deal: Germany will be allowed to annex the Sudetenland if it promises that its expansion will go no further." and then you're off to do whatever you want in that context. That's not really teaching history. What if simulated Chamberlain has some balls and doesn't sign the peace treaty with Germany or simulated Hitler keeps his treaty with Russia or soembody playing Roosevelt doesn't get involved in WWII? That's not what happened. That's really no different than C&C: Red Alert.
I just think that the amount of actual history picked up through this will be minimal to the time spent on it. Also, it might actually confuse students learning history because they might not differentiate the historical verion of what happened and the simulated version of what happened. Of course, that's just what I pick up from the article. The actual software might have already addressed these issues.
"History is a selective interpretation of events intended to justify those currently in power.
Memory is the same thing on an individual scale. "
One of my favorite quotes.
What I'd like to see is better history simulation. Get a program that can take certain factors and use it to predict the outcome. After all, knowing math means we can predict the answers to math problems. Shouldn't knowing history mean the same thing? And isn't any school of thought's actual value as a study linked to the predictive value it creates? Or we could just be cynics and say that history is only useful for indoctrination and persuasion....
___
It's the end of my comment as I know it and I feel fine.
Personally I doubt this will help.
I left school about 2 months ago, I seriously doubt using games will help learning much. I'm sure most of us have used those lame maths games at some point. Personally, I didnt learn jack from them, not only were they uneducational, they sucked really bad. Crap graphics, crap sound, no storyline, etc.
For games to actually be used for education, I think they would have to be like games and not some transparent method of trying to get people to pay attention. Which I highly doubt will happen.
If people do make games which are interesting for pupils, they will end up wanting to play the games constantly, and not communicate verbally with other students/teachers, alienating them and making it harder for them once they leave school and enter the real world.
I dont even think the problem is how they try to teach you, its what they teach you. During my whole time at school, they teach you exactly the same stuff year after year. TBH, it's boring crap.
To quote The Hackers Manifesto:
"we've been spoon-fed baby food at school when we hungered for steak... the bits of meat that you did let slip through were pre-chewed and tasteless. We've been dominated by sadists, or ignored by the apathetic. The few that had something to teach found us willing pupils, but those few are like drops of water in the desert."
And it's true..
I fucked school off about 2 months ago, it was shit. The vast majority of what i know has come from TV and the internet, school is complete crap. From what I did learn at school, I'm gonna use about 5% of it in real life - what a waste of my time and government money. Ditch the whole education system. All smart people know it just stops people from learning..
Take this quote from Mr. Einstein himself,
"The only thing that inteferes with my learning is my education"
..to put games in schools. Now if only their marketing guy ("Mr. McPopular") can convince the principal to buy it.
But let's not forget Number Munchers!
How about a "learn the presidents" doom-like game? As you run along happily blasting George, Lincoln, and all the other lesser-known presidents, you can learn their names as well as when they were president: "You just killed James Garfield, who was our 20th president, who served for only one year in 1881 before he was (ironically) shot to death". Bonus points for getting them in order!
I Am My Own Worst Enemy
Imagine playing as Alexander the Great, Julius Cesar, Attilla the Hun, or any other historical figure trying to build an empire.
"Hello Lisa, I'm Genghis Kahn! You'll go where I go, defile what I defile, eat who I eat!"
It was called Bible Adventures.
There were a couple of Jesus freaks in my school and that was the only game they were allowed to play on the NES.
It was AWFUL. You had to collect the animals for Noah's Ark, play as David and beat Goliath, escape from the lion's den I think. Oh and you also had to part the water and escape from Egypt or something.
It was so bad it made baby Jesus cry.
The game used is called Europa Universalis 2 and is something which has consumed hundreds of hours of my playing time over the last couple of years.
It's a strategy game that uses historical events to shape the course of the game. The game has military, economy, diplomacy, colonization and religious aspects to it. There are also hundreds of available countries to play with and the game is very moddable through text file editing.
Also, the game was developped in english which makes it available for a wide audience.
http://www.paradoxplaza.com/news.asp?ArticleID=15It the parent's responsability to teach their kids right from wrong! Video games do NOT teach our children how to carjack and... ummm shoot people.... Hmmmm...? oO(But they can teach our kids history and stuff, but ummmm.... hmmmm....)
Well great, now what do I do with all those video games don't teach kids stuff rants?
This one gang kept wanting me to join cause I'm pretty good with a bo staff.
I once knew an Englishman who was trying to create an accurate simulation of the Alamo siege. His theory was, he could sell this program to schools all over Texas and make a fortune. It sounded like a good idea. . . He just failed to reckon something: Texas schools have almost no interest in teaching history.
During my 12 years in grade school, we studied the Texas Revolution probably for a total of about 30 minutes. We never got any explanation of why it took place, and our coverage of The Alamo simply repeated the Hollywood myths.
We learned: The Alamo was one of only two battles in the history of the world (the other occurring in ancient Greece) where all the defenders fought to the death.
Historians say: A few defenders escaped during the confusion of the fight, and a few others were captured and later executed by the Mexicans.
We learned: Each Texan killed, on average, four or five Mexican soldiers before he fell.
Historians say: The death toll was probably roughly even on both sides. Santa Anna's army wasn't crippled by the battle.
We learned: The two weeks of time spent laying siege to the Alamo allowed Sam Houston to gather his troops and made ultimate victory possible.
Historians say: The Alamo had no strategic military importance.
My point is that if Texas schools were motivated to teach this story accurately, they certainly wouldn't have needed a computer program to do a better job than this. And the idea that they would spend money on it is fairly laughable.
However. . . If my British friend could have made a simulation program to teach football plays -- he probably could have sold a ton of them to Texas schools and be a millionaire by now. It's all a matter of priorities, you know.
Actually, the game wasn't that bad for an NES title, especially considering it was an unlicensed independant game. It had remarkably good graphics and decent gameplay. It was a decent collection of games, with characters from the Bible.
BTW, you didn't part the red sea, the level was about keeping baby moses safe as he crawled across snakepits and stuff - kind of a gyromite thing. IIRC, that is.
I don't know why people who claim to not be religious get so upset about religious themed stuff. I mean whats the difference between a bible story like Noah's Ark and another legend like Hercules, if you dont believe in either?
I don't need no instructions to know how to rock!!!!
It focuses more on trade, diplomacy, and research than on combat (there is plenty of combat, but it's relatively abstract). Also, it's focus on a particular time period (~1300 till 1800, if I remember correctly) means that it can be incredibly detailed and accurate. Many of the 'random' events are historical in nature, and tied to particular countries. Also the fact that you can play any of the more than 100 countries in the game (though many are doomed without lots of luck and skill) is pretty neat too.
Far and away the best game of its genre I've ever played. Difficult as hell, too.
He decided to just watch the government, and kind of scale it down to size, and run his life that way. --Laurie Anderson
This would be nothing, though, if Flashman weren't fun. He is everything that the Victorians stood against: a drunkard, womanizer, liar, coward, and scoundrel (the books take the form of deathbed confessions, with him setting the record straight to spite his prudish children and relatives). It's delightful fun to see him get the better of sacred institutions of proper society in one chapter and two chapters later see him about to be tortured to death by some horrid villain. Why? Because the bastard has it coming, of course! Even the footnotes are tonuge in cheek, criticizing Flashman's cowardice and bad memory even as the plot is being built upon those flaws.
Flashman is a great antihero. If you have a chance, wander by your local library and give him a whirl. You'll be happy you did.
"Prepare for the worst - hope for the best."
Both of those games are made by Paradox and are by far the most evolved historical games I've ever seen. Way beyond Civilization.
The EU2 "Grand Campaign", which covers world history from 1419 to 1820, has something like 200 nations in it and tens of thousands of historical events firing.
Sure, the game can quickly become anachronistic especially if you are a good player focusing on extending your empire, but it still strikes an excellent balance between simulating history and playability. I particularly like the way wars of religions are handled, and the crucial concept of national stability and of the necessity for a Casus Belly to declare war if you do not want to suffer from a drop in stability.
Those two games are the only one I would consider for teaching historical facts (and not simply getting students interested).
What do you know about World Politic? Find out in this quiz
Thanks to Medal of Honor: Frontline, I can't watch a WWII documentary without getting chills. I vividly remember storming the beach on D-Day, and fighting house to house during Operation Market Garden. These events happend over 60 years ago, but to me the were just last year. I'm presently about the same age as those that were there. I know it's lame in a way, but thanks to MoH I now have an even grater level of respect for the veterans I know. Realistic and honest depictions of war may actually prove to be educational and valuable.
> Now we know where they got their inspiration for Pokemon...
"I'm really hoping to get my Jesusaur enough experience to evolve into Saviortron."
Also:
"Abihu, I choose you!"
I'm in graduate school with high hopes to become a history professor one day. I also consider myself quite computer literate. With that in mind, I see two obvious problems with Muzzy Lane's software.
First, Muzzy Lane seems to have missed the boat on the "new cultural history," which is a historical interpretational model that is simply history from the bottom-up. If it were really "new" I would understand this negligence, but the movement isn't new at all. The new cultural history is a historical interpretational development that is a solid 20/30 years underway. What I mean by referring to cultural history is that professors and teachers are moving away from the sweeping political and military histories and towards histories of very specific or localized people groups. Unfortunately, Muzzy Lane's "Making History" is not groundbreaking at all. It is very much a computerized form of this antiquated political history, and that's something that history teachers are trying to do less of, not more. Neville Chamberlain is someone I would want to speak as little as possible about in my class. It's the people who elected and empowered Chamberlain that should be the focus on Muzzy Lane's game and my class, not the select few who Muzzy Lane believes have "made history." Using phrases like "everything flows from your decisions" makes me cringe. The game's description implies that the decisions of one or two people influence the lives of everyone else, but developments in history in the last 20-30 years have firmly established that this rarely the case. Political and military history, history from the top-down, is very much out of style and for very good reason.
Secondly, the webpage for "Making History" implies that "this is how it was." They seem to be framing their game within language similar to phrasing ina textbook, which is definitely a bad thing. History textbook language is changing from the "this is the historical truth" towards "this is one historical truth." Muzzy Lane is making up history as they go, as do all historians, but in refusing to admit this students will walk away from "Making History" thinking, "This is what really happened." They promise "historically valid consequences." That's a dangerous perspective to take, one that I certainly wouldn't want to encourage in my class.
The name itself reflects the two problems inherent in their software. It suggests that one person is responsible for "making history," and at the same time it implies that there is one true version of history.
I'm not sure how Muzzy Lane can solve the first problem. I just guessing off the top of my head, but I think that a time period mod for the Sims might be more helpful in the classroom than Muzzy Lane's "Making History." The second problem is merely language, and I think if they qualified their description more and moved away from the textbook-feel in the language it might remedy this. I think that the game is fine and good as a game and merely that. I played the hell out of Pirates! when I was a kid, and it spurred a year of trips from the library with my arms full of pirate books. If "Making History" inspires likewise, then great. But I think what Muzzy Lane is going for is not so much a game as much as something you'd base one or two class periods around. That, to me, is giving too much authority to a company that apparently isn't as up on historical pedagogy as they imply.
Gupta, fsck off and go spew your false info somewhere else.
Anyone who doesn't know this guy yet, read his post history, or check here. Known troll who always falsely claims to be working at Nintendo, Sega, etc.
From what I've seen homeschooling our kids, an interest or curiosity about history needs to come first if a kid (or anybody) is going to learn. The rote memorization of facts many of us suffered through doesn't work. In our case, my son was hooked on "The Magic Treehouse" books, in which a couple of kids transport through time in a treehouse and end up in the middle of important historical events. That, plus video games got him very interested in history, which made the teaching / learning bit very very easy.
It's no different than contuining education for adults. It's got to be relevant for somebody to be interested. "Those that fail to learn from history are doomed to repeat it" is not interesting to kids. Leaning more about westward expansion and what really happened with (Oregon) settlers is interesting to a kid if they have been enjoying the game (or books) already anyway.
I learned how to sneak more effectively from Thief.
Other than that, though, I think I mostly got incorrect information from games.
What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey
If the game creators were to use history as the back drop, and force the game play to match the pace of history then students could pick up a lot about history.
For example, maybe make a spy game (Thiefesque) were you work for whichever side and try to help them win. You could work for the colonials, and your job is to find out what ports the British plan to blockade, troop strength and movements, etc. Everything you find out during your "missions" of course is real data from real events in real history.
Another fun game might be an empire game (Civilization like) where you have to produce the weapons of war, get them to the field, and meet the objectives to win within the date parameters set for you. A set of scenarios could be developing, producing, delivering, loading, and then fighting with enough boats to storm Normandy on D-Day. Events of course would be dictated by the real timeline of history including must-do events like when the tech for landing boats became available and random events like how many uboats are out there impeding your shipment deliveries.
I can think of lots of ways history games could go because there so much interesting material to work with. History teaches that people do their best work when in conflict: That's why history books are full of Wars and modern society runs on capitalism.
If anyone wants to hire me to make fun games see my Journal. I would love to design fun games and could make someone a lot of money doing so!
This space for rent. Cheap.
I learned everything I know about geography and shooting indians from Oregon Trail on an Apple II in grade school. Should apply.
I'm glad someone finally realized the importance of history. There are millions of students growing up not knowing their heritage. We need to start teaching the basics. -Wolfenstein 3d -Dragon Lair -Gobblins -Space Quest -etc...
"If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music."
What? People do that? Oh damn...
The Neo-Bohemian Techno-Socialist
When a group of dudes with spears can take out a tank, your game needs some work.
Not nessecarily. The tank can defeat a large number of spearmen, but it's all a distant abstraction of combat. In reality, that tank would need to be refueled each day, while the primitive troops can go for weeks without eating. Tank's can't kill infantry effectively- they can break them out of fortifications and drive them into hiding, but that's all.
If the tanks are surrounded by hidden enemies, the risk of one of the critical crewmen being ambushed becomes unbeatable.
In real life, of course, tanks would beat spearmen because they'd always be supported by riflemen... but if you failed to do that in the game, then the loss is your own fault.
(Let's drop an M1-A2 into the Amazon jungle and count how many spearmen it takes to beat it...)
Shouldn't it also be possible to play the wife of the Czech factory worker caught up in the middle of it all?
Any sufficiently advanced libertarian utopia is indistinguishable from government.
It was the only game in school that involved shooting guns. I also liked using humorous names that would end up on tombstones. "MYASS DIED HERE"
You're not talking about Africa, I'd guess. Most of the nations in Africa have low GNPs anyway, and they're not exactly trying to exert their influence around the world. They're trying to fight AIDS and keep their people fed.
You're not talking about Australia, as they're involved in the Iraq operation and had a military budget of $7.6 billion for 2003-2004.
You're not talking about Asia, as Russia, China and Japan alone had a combined military budget of $154.6 billion.
You're not talking about South America, as Brazil and Argentina alone spent a combined $11 billion on their militaries.
You're obviously not referring to North America, as the US alone spent $399.1 billion dollars last year and is continuing to spend billions more this year.
Maybe you're referring to Europe. Nope, that can't be right. After all, the military budgets of the top four European spenders (Russia not included) add up to $112.2 billion. That's certainly nothing like 0% of GNP. But maybe you were referring to the fact that European forces are never actually fielded in real-world operations.
Wait a minute. They actually ARE fielded in real-world operations. There are German troops in Afghanistan, and Norwegian troops in Afghanistan. There are British troops dying in Iraq and Afghanistan. There are Italian, Portugese, Polish, Ukranian, Dutch, Romanian, Danish, and other European soldiers in Iraq.
Their numbers pale in comparison to the number of American troops, but one wonders if the numbers would be higher had the Bush administration not bullied its allies into acquiescence on Iraq, rather than building a strong coalition the way the first Bush administration did. Perhaps the presence of forces from Germany and France, the most militarily powerful and politically influential of the continental nations, would have changed the overall calculus of the war.
But to say that Europeans are seeking diplomatic relevance without putting forth the force to back it up ignores the fact that many European nations are fielding units in Iraq and Afghanistan, and that many more might have been engaged had it not been for the brain-dead approach taken by the Bush administration.
All budget figures from the Center for Defense Information.
Read the EFF's Fair Use FAQ
...since so much of history is about the nuances of personality and sheer human perversity, since Computer games really don't convey that aspect very well.
I personally think boardgames - even something as simple as Diplomacy springs to mind - are far more useful in teaching the complexity of human interaction in international diplomacy, for instance.
I very much wish that everyone who wants to spout their opinion about modern statecraft be forced to play a high-stakes game of Empires in Arms all the way through, with multiple players on a side. Suddenly you'll understand why most states are inherently conservative in their decision making and slow to react to world events.
Although I've had intense political discussions in games like VGA Planets, or pretty much any slow-playing, massively multiplayer game.
-Styopa
1) The game rules don't necessarily reflect reality so much as the developer's concept of how things should work. Things that work in reality may not work in the game. Taxation is a good example. In reality, as the tax rate increases, people use more resources trying to comply at the lowest possible cost and so the amount of tax revenue doesn't grow as fast as one would like. In many games this is handled simplistically, with a higher rate giving you coorespondingly higher revenue. If there are any negative consequences, it is usually something like increased unrest rather than decreased production.
Similarly, reducing the tax rate in the real world tends to increase tax revenue because there is less incentive to hide your income in tax shelters, and the reduced cost of compliance, along with the reduced tax rate, tends to stimulate economic activity. In most games, this merely results in a decreased revenue.
2) Games which lets the player have incredible control over the country he runs distorts the reality behind politics and governments. In many games there is little real difference between how dictatorships and democracies are run. Some games may increase unrest in the democratic countries when the citizens are calculated to disagree with the present policy (or something like that), but otherwise the underlying assumption is that the head of state has complete control of the country. This is especially bad in games where the player decides what industry should be producing, and games where the player actually trades goods to other countries rather than, say, making high-level trade agreements with those countries.
I'm not saying that these games have no value in teaching history, but their simplistic rules (compared to reality), their political bias and the player's ability to control every aspect of the country would definitely need to be considered by the instructor.
Gold Rush, from Sierra, was a great game where you played a guy leaving his home in Brooklyn to go to California for the gold-rush in 1848. It was a great game that taught about lots of things in 1848.
The game was not totally historically accurate, however it is the type of game where you still learn a lot and the inaccuracies can be easily explained. For example, in the game its your brother who discovers the gold; at the end of the game you and your brother strike it rich. In real life the man who is credited with discovering gold didn't find a second piece of gold. This kind of inaccuracy doesn't take away from learning about how people lived in the 1840s, or how they travelled west.
The major drawback of this game is that, like any other Sierra quest game, it takes hours to beat and the puzzles are usually not obvious. Good historical knowledge doesn't necessarily help you advance in the game. However, these deficiencies can be addressed if the game was re-done with "history-lesson" in mind. Student activities could include writing about how the game deviates from reality, and why they think that is.
However, I think that using games, even one as good as Gold Rush was, as an educational tool is inappropriate in most circumstances. Once in a while, it may be worthwhile, and games that educate as well as entertain are certainly good for a student's spare time, but I think a teacher should be able to keep children engaged in a history lesson without making them play games all day.
I worked at MIT last summer in the Games to Teach project. Several games were in development, one of which was Civ III mod that made it more historically accurate. Unfortunately, that never was able to be created due to funding problems (Microsoft ditched us - slashdot bashing anticipated). Also of note was the beginnings of Revolution (briefly mentioned in the article). I am unaware about its current state, but at the point I left, it was to be a total conversion of Neverwinter Nights.
Most of the games were targeted at a middle school level, where the amount of detail in lessons is normally quite low. In this case, the games would be quite useful. For example, a Civilization style game could help provide an overview of events over a wide period of time, while holding the students attention. Other types of games could be used for more in-depth studies. Revolution, for example, had each student play as a person living in a town in the late 1700s. They would experience scripted events based on the actual causes of the revolutionary war. (this may have changed since last summer)